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Humans
Humans, from the planet Earth, are the newest sentient species of Human Culture
notable size to enter the galactic stage and are the most rapidly expanding
Humans are generally seen to be very intelligent, abnormally ambitious,
and developing. They independently discovered a Prothean data cache on
highly adaptable, individualistic and thus, unpredictable. They have a pow-
Mars in 2148, and the mass relay networks shortly thereafter.
erful desire to advance and improve themselves, and do so with such as-
sertion that the normally staid Council races have been taken aback by
Human Trait their restlessness and relentless curiosity.
>> Start with two extra Attribute points.
>> Train one extra Skill. The Earth's economy, while much smaller than any of the Council rac-
>> Fate +1. es, is very powerful relative to their size, and their military prowess is
>> Cannot start with five in any Attribute. amongst the greatest in the galaxy, despite the fact that only 3% of hu-
>> Prejudiced by Turian and Batarian. mans volunteer for the Alliance military, a far smaller proportion than
other races. Their ability to engage the Turians in the First Contact War
demonstrated graphically the potential of human military strength
Play a Human If You Want To...
and is therefore a subject of concern for many races, who fear the
>> Play a jack of all trades.
consequences of another Human-Turian conflict.
>> Explore how a new species fits in the Galactic politics.
>> Be flexible in what you can do.
The discovery of the Martian ruins fundamentally united
>> Roleplay an up and comer.
the inhabitants of Earth, resulting in the swift and sudden
>> Make an avatar of yourself.
culmination of the pan-global c ultural identity that had
been slowly but steadily developing since the 21st centu-
Physical Qualities ry. Upon the foundation of the Systems Alliance, Hu
>> Average Height: 1.7m mans began to see themselves as a single, collec
>> Average Weight: 75 kg. tive group: Human as opposed to alien.
>> Average Life Span: 130 years.
>> Species with the greatest genetic diversity. Common Characteristics
Optimistic, ambitious, headstrong, stubborn and
Home World: Earth hopeful.
The homeworld and capital of humanity
is entering a new golden age. The resource Common Male Names
wealth of a dozen settled colonies and a
John, James, David, Robert, Michael, Dale,
hundred industrial outposts flows back to Earth, fueling great works of
William, Jack or Christopher.
industry, commerce, and art. The great cities are greening as arcology
skyscrapers and telecommuting allow more efficient use of land.
Common Female Names
Earth is still divided among nation-states, though all are affiliated be- Ashley, Jane, Maria, Anne, Laura, Sarah, Michelle or Jessica.
neath the overarching banner of the Systems Alliance. While every Human
enjoys longer and better life than ever, the gap between rich and poor Example Human Character
widens daily. Advanced nations have eliminated most genetic disease and
John Jenkins was born on April 11, 2154, and was a Private in the Sys-
pollution. Less fortunate regions have not progressed beyond 20th centu-
tems Alliance before being kicked out for refusing to follow an order he
ry technology, and are often smog-choked, overpopulated slums.
saw as immoral by one of his superiors. Now, he works as a freelancing
Merc for hire. Though not many are hiring him right now.
Sea levels have risen two meters in the last 200 years, and violent
weather is common due to environmental damage inflicted during the late
21st century. The past few decades, however, have seen significant im-
provement due to recent technological advances.

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Asari
The Asari, native to the planet Thessia, are often considered the most Asari Culture
influential and respected sentient species in the galaxy, and are known for
Because of their long lifespan, Asari tend to have a "long view" not com-
their elegance, diplomacy, and biotic aptitude. This is partly due to the fact
mon in other races. When they encounter a new species or situation, the
that the Asari were among the earliest races to achieve interstellar flight
Asari are more comfortable with an extended period of passive observa-
after the Protheans, and the first to discover and settle the Citadel.
tion and study than immediate action. They are unfazed that some of their
investments or decisions may not pay off for decades or centuries. Matri-
A mono-gender race, the Asari are distinctly feminine in appearance and
archs can seem to make incomprehensible decisions, but their insight is
possess maternal instincts. Their unique physiology, expressed in a millen-
evident when their carefully-laid plans come to fruition. In interstellar
nium-long lifespan and the ability to reproduce with a partner of any gen-
relations, this long view manifests in the unspoken policy of centrism.
der or species, gives them a conservative yet convivial attitude toward
other races. Favoring compromise and cooperation over conflict, the Asari
Traditionally, Asari spread their influence through cultural domination
were instrumental in proposing and founding the Citadel Council and have
and intellectual superiority. They invite new species of advanced develop-
been at the heart of galactic society ever since.
ment to join the galactic community, knowing that their ideals and beliefs
will inevitably influence the existing culture. The Asari tend toward com-
Asari Trait munal, consensus attitudes among themselves too: for example,
>> Has the Natural Biotic trait (This is a free trait). they prefer to live in shared spaces aboard starships even if
>> +1 Culture, Command, and Conversation. there are alternatives available.
>> +2 Max Influence. Asari believe that their offspring acquire the best qualities of the
>> Can Mind Meld with another creature with permission. "father" from the melded genes, but evidence is anecdotal. They
>> -2 Maximum Strength. frown upon intraspecies conception, since genetic traits and

>> -1 Maximum Focus. cultural insight is gained from mating outside their species, so it's
considered wasteful for Asari to reproduce together. The results
>> -2 Recovery.
of such unions are occasionally referred to as
"purebloods", a great insult among contemporary Asari.
Play an Asari If You Want To... A rare genetic defect known as Ardat-Yakshi, which
>> Be the strongest possible Biotic. makes Asari destroy the partner's mind during melding,
>> Can use your charms to navigate the Galaxy. occurs much more frequently among the daugh-
>> Want to be well-respected wherever you go. ters of purebloods.
>> Be an important social member of your group.
Play as an ancient being whos lived through
>>
Common Characteristics
centuries.
Mediatory, wise, sensual, elegant, and diplo
matic.
Physical Qualities
Average Height: 1.5m
>>
Common Female Names
>> Average Weight: 70 kg.
Aria, Liara, Morinth, Samara, Nassa, Shiana, Nyxanna or Benezia
>> Average Life Span: 1000 years.
>> Blue to purple complexion.
>> Feminine mono-gendered species. Example Asari Character
>> Semi-flexible, cartilage based scalp crests on head. Liara is a young (103) Asari with a mother who is an influential Matri-
arch in Asari culture. She becomes an archaeologist due to her interest in
the Protheans, but can easily protect herself with her well-trained Biotic
Home World: Thessia
abilities.
The Asari homeworld has been called the "crown jewel of the galaxy,"
the "apex of democracy," and the "beating heart of galactic love." Its re-
publics have a remarkably low incidence of war, disease, violent crime or
famine, riding a stable economy backed by wealthy colonies and Thessia's
vast element zero reserves. Traces of eezo in the water and soil are so
common that most life on Thessia has adapted to its presence.

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Turians
Known for their militaristic and disciplined culture, the Turians were the Turian Culture
third race to join the Citadel Council. They gained their Council seat after
Since the Unification War, turians normally wear elaborate tattoos
defeating the hostile Krogan for the Council during the Krogan Rebellions.
marking their colony of origin, though it is not known which markings dis-
The Turians deployed a Salarian-created biological weapon called the
tinguish which colony or if color has any meaning. These markings are
genophage, which virtually sterilised the Krogan and sent them into a de-
usually white particularly on turians with darker carapaces but can be
cline. The Turians then filled the peacekeeping niche left by the once-
of other colors such as blue for Garrus Vakarian or red for Nyreen Kan-
cooperative Krogan, and eventually gained a Council seat in recognition of
dros. The lack of facial markings is looked down upon in turian society; the
their efforts.
turian term "barefaced" refers to one who is beguiling or not to be trusted.
It is also a slang term for politicians.
Turian Trait
>> +1 Command, Small Arms and Tactical. Turians are noted for their strong sense of public service. It is rare to
>> +1 Focus. find one who puts his needs ahead of the group. Every citizen from age 15
>> +2 to Assist ing someone else. to 30 serves the state in some capacity, as anything from a soldier to an
>> -2 Max Resources. administrator, from a construction engineer to a sanitation worker. Turi-
>> -4 to Spare Time rolls acquiring resources. ans have a strong inclination toward public service and self-sacrifice, so
>> Prejudiced by Krogan. they tend to be poor entrepreneurs. To compensate, they accepted the
mercantile Volus as a client race, offering protection in exchange for their
fiscal expertise.
Play a Turian If You Want To...
>> Be a military mind.
>> Be a devoted teammate. Common Characteristics
>> Win at all costs. Disciplined, stubborn, proud, authorita-
>> Play a member of a rigid society. tive and selfless.
>> Be a respected presence of authority in the galaxy.

Common Male Names


Physical Qualities Septimus, Garrus, Galsius, Kaelus, Auso or
>> Average Height: 2m Arbius.
>> Average Weight: 90 kg.
>> Average Life Span: 150 years. Common Female Names
>> Greyish coloured metallic carapaces.
Vetra, Talonia, Maevia, Naelia, Tuvea
>> Mandibles instead of a mouth.
>> Elaborate tattoos on their face,
Example Turian Character
Home World: Palaven Garrus Vakarian is a former C-Sec officer who has become fed up with
the bureaucratic nonsense and taken matters into his own hands. Travel-
When the Turians were introduced to the galactic community, an Asari
ling to Omega, the Spectre candidate vowed to try and rid the asteroid of
diplomat poetically described their homeworld, Palaven, as a silver world
crime.
of fortresses and fire. Because Palaven's weak magnetic field is a poor
shield from its sun, most of the planet's animal life developed metallic
carapaces as defenses against solar radiation. Its photosynthetic life is
similarly impressive, shutting down vulnerable metabolic processes dur-
ing daylight hours and repairing cellular damage at night.

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Salarians
The second species to join the Citadel, the Salarians are warm-blooded Salarian Culture
amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive
The Salarians see information gathering and even spying as a matter of
metabolism; they think fast, talk fast, and move fast. To Salarians, other
course when dealing with other races, but to them this is not underhanded:
species seem sluggish and dull-witted, especially the Elcor. Unfortunately,
they simply embrace the dictum of "knowledge is pow-
their metabolic speed leaves them with a relatively short lifespan; Salari-
er". Alliance counterintelligence agencies are constantly uncovering Salari-
ans over the age of 40 are a rarity.
an agents and cyber-warfare incursions, but there is little they can do to
stop them. As a Salarian information broker once told David Anderson,
Salarians are known for their observational capability and non-linear
"Your species has been transmitting data across the extranet for less than
thinking. This manifests as an aptitude for research and espionage. They
a decade. My species has been directing the primary espionage and intelli-
are constantly experimenting and inventing, and it is generally accepted
gence operations for the Council for two thousand years."
that they always know more than they are letting on.

Normally, the rare Salarian females are cloistered on their worlds out
Salarian Trait of tradition and respect. Powerful female Dalatrasses are dynasts and
>> +2 Intelligence. political kingpins. They determine the political course of their respective
>> +1 Biotech, Leadership and Medicine regions through shrewd negotiation. Though male Salarians rise to posi-
>> Do not suffer an influence penalty for unethical research, tions of great authority in business, academia, or the military, they rarely
>> -2 Maximum Strength. have any input on politics; one notable exception to this
>> -3 to all Skill rolls of Untrained Skills rule is Valern, a male Salarian representing his race on the
(normally 2). Citadel Council in 2183.
>> Prejudiced by Krogan.

Common Characteristics
Smart, energetic, hyper, clever, and calculated.
Play a Salarian If You Want To...
Play a smart-ass.
>>
Common Clan Names
>> Play an energetic character.
Mordin, Bekarth, Harnum or Laesoln
>> Prioritize subterfuge.
>> Have many secrets.
>> Always be thinking two steps ahead. Common Male Names
Solus, Zoss, Namal or Anoleis
Physical Qualities
>> Average Height: 1.9m Common Female Names
>> Average Weight: 70 kg. Esheel, Namala, Erhin, or Rulsa
>> Average Life Span: 40 years.
Varying skin colours
>>
Example Human Character
>> Tall, thin amphibian like bodies.
Mordin Solus is a Salarian geneticist, professor, and a former operative
of the Special Tasks Group, where he performed reconnaissance and par-
Home World: SurKesh ticipated in the modification of the genophage. In 2185, he is recruited
The Salarian homeworld has been likened to the jungles of Earth: pretty by Commander Shepard to assist in a high-risk mission against
to look at, teeming with life, uncomfortable to live in and dangerous to the the Collectors. Mordin has a moral character best described
unwary. The technophilic Salarians had significant pollution and waste as consequentialistic, believing the ends justify the means, though he dis-
problems early in the development of their society. They also embraced likes taking life without good cause. His actions are often guided by an
social solutions just as quickly, and through complex breeding impersonal logic, refusing to let his conscience, personal, and emotional
rules, Sur'Kesh now maintains a crowded but sustainable population. The connections cloud his judgment of what he believes is truly best in the big
planet tends to be wetter than Earth, and Salarian cities spare no expense picture. Though he is affable, quick-talking and friendly, Mordin bears
to collect and provide fresh water, as one might expect from an amphibi- physical scars of his time in the STG and is still handling the consequences
ous species. of his past.

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Krogans
The Krogan are a species of large reptilian bipeds native to the plan- Krogan Culture
et Tuchanka, a world known for its harsh environments, scarce resources,
The harsh Krogan homeworld conditioned the Krogan psychology for
and overabundance of vicious predators. The Krogan managed to not only
toughness just as it did the body. Krogan have always had a tendency to be
survive on their unforgiving homeworld, but actually thrived in the ex-
selfish, unsympathetic, and blunt. Sometimes, when Krogan disagree, one
treme conditions. Unfortunately, as Krogan society became more techno-
of them will head-butt the other to show dominance. They respect
logically advanced, so did their weaponry. The end result is that they de-
strength and self-reliance and are neither surprised nor offended by
stroyed their homeworld in a nuclear war that reduced their race into
treachery. Their worst insult is to call someone "not worth killing".
primitive warring tribes. The rest of Krogan history was no kinder, being
The weak and selfless do not live long. In their culture, "looking out for
afflicted by the genophage, a fertility illness created by the Salarians and
number one" is simply a matter of course. Krogan have powerful territori-
deployed by the Turians to cut the fertility of females to slow the growth
al instincts which serve them well in combat, but can create problems;
to 1 in 1000.
when traveling on starships, for example, Krogan find sharing quarters
nearly impossible.
Krogan Trait
>> Has the Regen Splice trait but treat it as though Most Krogan trust and serve no one but themselves. This
it were not an implant. (This is a free trait). solitary attitude stems in part from a deep sense
>> +2 Defense. of fatalism and futility, a profound social effect of
>> +1 Armor. the genophage that caused Krogan numbers to
>> +1 Strength. dwindle to a relative handful. Not only are they
>> -3 to all non-personal combat rolls for 12 angry that the entire galaxy seems out to get
hours after personal combat. them, the Krogan are also generally pessimistic
>> Cannot assist or be assisted. about their race's chances of survival. The surviv-
>> -2 Maximum Intelligence. ing Krogan see no point to building for the future;
>> Prejudiced by Turian and Salarian. there will be no future. The Krogan live with a gen-
erally violent and short-sighted attitude of person-
al gain.
Play a Krogan If You Want To...
>> Be the strongest. Common Characteristics
>> Tackle the morally gray genophage issue. Solitary, strong, steadfast, stubborn, and fatalistic.
>> Live for the fight.
>> Have a chip on your shoulder. Common Clan Names
>> Not be the sharpest tool in the shed.
Urdnot, Thax, Weyrloc, Gatatog or Raik.

Physical Qualities
Common Male Names
>> Average Height: 2.2m
Wrex, Wreav, Torn, Hird, or Strigg.
>> Average Weight: 150 kg.
>> Average Life Span: 1000 years.
>> Species with the greatest genetic diversity. Common Female Names
Zrero, Bakara, Haxe, Geyasa, or Grarni.
Home World: Tuchanka
Scarred by bombardment craters, radioactive rubble, choking ash, salt Example Krogan Character
flats, and alkaline seas, Tuchanka, the Krogan homeworld, can barely A famed Krogan mercenary and bounty hunter, Urdnot Wrex is also one
support life. Thousands of years ago life grew in fierce abundance under of the last Krogan Battlemasters: rare individuals who combine power-
the F-class star Aralakh (a Raik clan word meaning "Eye of Wrath"). Tree ful biotic abilities with the devastating firepower of advanced weaponry.
analogs grew in thick jungles, their roots growing out of shallow silty Despite his chosen path of violence and killing for credits, Wrex is deeply
seas. Life fed upon life in an evolutionary crucible. This world died in nucle- concerned with the fate of his people after the genophage, and is one of
ar firestorms after the Krogan split the atom. A "little ice age" of nuclear the few planning for a new Krogan future.
winter killed off the remaining plant life. In recent centuries many Krogan
have returned to their homeworld. The reduced albedo has caused global
temperatures to rise. In order to maintain livable temperatures, a vast
shroud was assembled at the L1 Lagrange point. It is maintained by
the Council Demilitarization Enforcement Mission (CDEM) which is based on
orbiting battlestations.

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Quarians
The Quarians are a nomadic species of humanoid aliens known for their Quarian Culture
skills with technology and synthetic intelligence. Approximately three
The Quarians' top priority is the survival and sustainability of the Migrant
hundred years before the events of 2183, the Quarians created the Geth, a
Fleet. Most of their laws and customs revolve around this goal. It is illegal
species of rudimentary artificial intelligences, to serve as an efficient
for couples to have more than one child, so that the fleet can main-
source of manual labor. However, when the Geth gradually became sen-
tain zero population growth (if the population begins to shrink, this rule is
tient, the Quarians became terrified of possible consequences and tried to
temporarily lifted, and incentives may be provided to encourage multiple
destroy their creations. The Geth won the resulting war and forced their
births). Families are thus very small and close-knit. Because every Quarian
creators into exile. Now the Quarians wander the galaxy in a flotilla of
depends on his or her crewmates to survive, they are much more commu-
salvaged ships, secondhand vessels, and recycled technology.
nity-minded than individualistic species like the Krogan. Loyalty, trust, and
cooperation are highly prized qualities. Even in their ancient past
Quarian Trait they were very emotional people, which the Protheans believed
was a side-effect of their eco-symbiotic society.
>> +1 Mechanics, Engineering, and Medicine
>> +4 in acquiring Research or Trade Goods while on an
Young Quarians are required to undertake
unexplored planet.
a Pilgrimage outside the fleet in order to pass into full
>> Can break down looted materials into a trade good every
adulthood. The Pilgrimage is an opportunity for Quarians
2 weight (rather than 4).
to experience the world outside the Migrant Fleet, interact
>> -1 Fate.
with other cultures, and learn to appreciate life among
>> -4 Defense to poisons and diseases.
their own people. The young Quarian cannot return
>> Requires environmental outfit or is suppressed at the
to the flotilla until they have found something of
start of each turn. You die if suppressed for three turns
value to bring back - whether information, money,
this way.
or supplies. When they return, they do not
go back to their birth ship, but instead se-
Play a Quarian If You Want To... lect a new ship to join; this helps maintain
genetic diversity by preventing intermarriage be
>> Want to feel like a wanderer.
tween close relatives. The Quarian presents their
>> Are interested in lost relics.
gift to the captain of the new ship to prove they will not be
>> Want to hustle for everything you get.
a burden on the crew.
>> Tackle AI-centric themes.
>> Teeth on the edge of death.
>> Have techy inclinations. Common Characteristics
Scrappy, loyal, resourceful, clever and hopeful.
Physical Qualities
>> Average Height: 1.6m Common Male Names
>> Average Weight: 65 kg. Kal, Han, Hilo, Lemm, or Veetor.
>> Average Life Span: 130 years.
>> Wear patterned environmental suits and masks that cover their face.
Common Female Names
>> Have three fingers/toes and bowed legs.
Tali, Lia, Feda, Jaenni, or Saena.

Home World: The Migrant Fleet/Rannoch


Example Human Character
Since their homeworld Rannoch was conquered by the Geth, the
Tali'Zorah nar Rayya is a Quarian and a member of Commander Shep-
quarians live aboard the Migrant Fleet, a huge collection of star-
ard's squad. She is the daughter of Rael'Zorah, a member of the Admiralty
ships that travel as a single fleet. Board. Though young, Tali is a mechanical genius. She is on her Pilgrimage,
the rite of passage to prove her worth and bring something of value back
The Migrant Fleet is a collection of new and not-so-new ships to her people aboard the Migrant Fleet.
that provide the backbone of all of Quarian culture. Most Quarians
do not leave the Fleet, with the exception of their pilgrimage, and
it is rare to see a non-Quarian species aboard the Fleet for fear of
infection. The Migrant Fleet is also known as the Flotilla to the
Quarians.

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